@polycode-projects/the-mechanical-code-talker 5.0.6 → 5.0.7

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Files changed (38) hide show
  1. package/README.md +6 -0
  2. package/bin/tmct.mjs +63 -2
  3. package/package.json +1 -1
  4. package/src/adapters/memory/core.mjs +23 -0
  5. package/src/domain/ask-vocab.mjs +19 -0
  6. package/src/domain/ask.mjs +8 -1
  7. package/src/domain/interpret/strategies/keywords.mjs +30 -1
  8. package/src/domain/memory/capability.mjs +15 -11
  9. package/src/domain/router/drive.mjs +36 -17
  10. package/src/domain/router/resolver.mjs +63 -17
  11. package/src/domain/spider-fly-world.mjs +2 -2
  12. package/src/domain/sprite-templates.mjs +19 -7
  13. package/src/domain/syllogise.mjs +16 -6
  14. package/src/domain/town-square-world.mjs +1 -1
  15. package/src/services/adventure.mjs +8 -1
  16. package/src/services/chat-page-viz.mjs +118 -23
  17. package/src/services/chat-session.mjs +60 -10
  18. package/src/services/chat.mjs +228 -24
  19. package/src/services/extract-facts.mjs +47 -7
  20. package/src/services/ingest-viz.mjs +108 -25
  21. package/src/services/ledger-viz.mjs +4 -2
  22. package/src/services/memory-panel-viz.mjs +44 -0
  23. package/src/services/mud-viz.mjs +17 -0
  24. package/src/services/mudiii-scene.mjs +271 -24
  25. package/src/services/mudiii-turn.mjs +65 -9
  26. package/src/services/mudiii-viz.mjs +302 -125
  27. package/src/services/plan-viz.mjs +23 -2
  28. package/src/services/predator-prey.mjs +82 -33
  29. package/src/services/research-viz.mjs +12 -19
  30. package/src/services/spider-fly-turn.mjs +7 -1
  31. package/src/services/spider-fly-viz.mjs +10 -3
  32. package/src/services/viz-ticker.mjs +15 -2
  33. package/src/surfaces/http/server-http.mjs +90 -13
  34. package/src/surfaces/web/memory-ask-browser.bundle.js +125 -125
  35. package/src/surfaces/web/mud-browser-entry.mjs +33 -1
  36. package/src/surfaces/web/tmct-surface.mjs +18 -6
  37. package/src/tools/handlers/tmct-ask.mjs +15 -2
  38. package/src/tools/server.mjs +31 -2
@@ -1,5 +1,5 @@
1
- // mudiii-viz.mjs — mudiii.html: the one-player town-square demo PLAN_MUD_MUDIII.md
2
- // describes, over a real three.js scene rather than mud.html's canvas-drawn
1
+ // mudiii-viz.mjs — mudiii.html: the one-player town-square demo, over a real
2
+ // three.js scene rather than mud.html's canvas-drawn
3
3
  // room boxes. mud.html's whole control deck carries over unchanged (same
4
4
  // ids, same ranges, same defaults — see MUDIII_STYLE and renderMudiiiHtml's
5
5
  // own header below for the two sliders' new labels); what mudiii adds is a
@@ -23,27 +23,23 @@
23
23
  // the map panel, the HUD, the deck or the chat down with it.
24
24
  //
25
25
  // Deliberately absent, all P2P (mud.html's #statePill, share/join buttons,
26
- // the share overlay, the wave button, the compass ring): this is the
27
- // 1-player page. A later document adds sharing back from the same bundle.
26
+ // the share overlay, the wave button): this is the 1-player page. A later
27
+ // document adds sharing back from the same bundle.
28
28
  //
29
- // Two corrections applied against PLAN_MUD_MUDIII.md's own text (see
30
- // AGENTS.md/the dispatch brief this track was built from): the page
31
- // publishes through the ONE `globalThis.tmct` surface (tmct-surface.mjs),
32
- // never a page-scoped `tmctMudiii` bag; and `createTicker`/`createSerialQueue`
33
- // are spliced into the page script from viz-ticker.mjs, not carried by the
34
- // browser entry.
29
+ // The page publishes through the ONE `globalThis.tmct` surface
30
+ // (tmct-surface.mjs), never a page-scoped bag of its own, and
31
+ // `createTicker`/`createSerialQueue` are spliced into the page script from
32
+ // viz-ticker.mjs rather than carried by the browser entry.
35
33
  //
36
- // A THIRD correction, found while wiring the deck's own play control: the
37
- // brief's "one createTicker per agent" does not fit the engine contract it
38
- // was written against. `runPredatorPreyTick(memoryDir, opts)` returns
34
+ // One ticker drives the whole world, not one per agent:
35
+ // `runPredatorPreyTick(memoryDir, opts)` returns
39
36
  // `{ turn, agents, items, ecology }` for the WHOLE WORLD in one call — it has
40
37
  // no per-character entry point the way mud-turn.mjs's `runMudTurn(character,
41
38
  // ...)` does, so there is nothing for a second or third ticker to drive that
42
39
  // the first one has not already advanced. This page runs ONE shared ticker
43
40
  // for the whole simulation, serialized through the same createSerialQueue
44
- // mud.html uses for its own multi-pane writes; every HUD card still reads
45
- // its own agent's slice of the one tick result, which is what "per agent"
46
- // was actually asking for.
41
+ // mud.html uses for its own multi-pane writes; every HUD card reads its own
42
+ // agent's slice of the one tick result.
47
43
  import {
48
44
  THEME_TOKENS_CSS, SERIF_STACK, MONO_STACK, escapeHtml, embedJson, embedScriptText, scenarioLabel,
49
45
  rowsForWorld, appendLogLine, wordBeforeCursor, demoEyebrowHtml, EYEBROW_LINKS_CSS,
@@ -54,6 +50,7 @@ import {
54
50
  pillCandidates, matchPills, pillCompleteMarkup, createPillComplete, PILL_COMPLETE_CSS,
55
51
  } from "./pill-complete.mjs";
56
52
  import { DEFAULT_GAME_CONFIG } from "../domain/game-config.mjs";
53
+ import { DEFAULT_FACING, DEFAULT_GRID_SIZE } from "../domain/town-square-world.mjs";
57
54
  import { believedFactSentence } from "./mudiii-turn.mjs";
58
55
 
59
56
  // The scene module and this one import each other: this file embeds the
@@ -79,11 +76,10 @@ const NPC_COUNT_LABELLED = [1, 5, 10];
79
76
  const DEFAULT_NPC_COUNT = 2;
80
77
  const DEFAULT_DELAY_MS = 220;
81
78
  const DEFAULT_MAX_TURNS = 400;
82
- // test/fixtures/mudiii-ticks.json's own board size — the fallback for a
83
- // scenario that names no gridSize of its own.
84
- const DEFAULT_GRID_SIZE = 12;
85
- const DEFAULT_FACING = "south";
86
79
  const CAMERA_MODES = ["follow", "pov", "overhead"];
80
+ // Every export below except renderMudiiiHtml is spliced by `.toString()` into
81
+ // a generated script that shares no scope with this module, so none of them
82
+ // may read a binding declared up here. mudiii-viz.test.mjs holds the line.
87
83
  // The ring reads ABSOLUTE, not relative to whichever way an agent happens to
88
84
  // face: every other direction word on this page is a compass point (a told
89
85
  // fact says "the goblin is east", the map is north-up), and driveRequest takes
@@ -221,6 +217,48 @@ export function occupiedCells(agents, items) {
221
217
  return cells;
222
218
  }
223
219
 
220
+ /** Who and what stands where right now, as `{ subject, cell }[]` sorted by
221
+ * subject — the edit panel's own read of a fact list that carries the whole
222
+ * tape rather than a board.
223
+ *
224
+ * The engine stamps each turn's placement row `<id>@turn<N>`, or
225
+ * `<id>@epoch<E>@turn<N>` once a reset has moved the epoch on, so a raw
226
+ * `mgx:currently-in` sweep returns one row per agent per turn played. This
227
+ * folds them to the latest row per base subject by `(epoch, turn)`, the same
228
+ * order the engine's own fold ranks by. A bare subject is the world's
229
+ * authored placement — every prop is one — and ranks below any stamped row
230
+ * for the same base rather than competing with it.
231
+ *
232
+ * Anything carrying `mgx:eaten-by` or `mgx:starved` is dropped: it stood
233
+ * somewhere once, and the panel is asked where things stand now. Pure,
234
+ * self-contained. */
235
+ export function currentPlacementsFrom(rows) {
236
+ const STAMP = /^(.*?)(?:@epoch(\d+))?@turn(\d+)$/;
237
+ const latest = new Map();
238
+ const gone = new Set();
239
+ for (const row of rows || []) {
240
+ if (!row || !row.subject) continue;
241
+ const match = STAMP.exec(String(row.subject));
242
+ const base = match ? match[1] : String(row.subject);
243
+ if (row.predicate === "mgx:eaten-by" || row.predicate === "mgx:starved") {
244
+ gone.add(base);
245
+ continue;
246
+ }
247
+ if (row.predicate !== "mgx:currently-in") continue;
248
+ const epoch = match ? Number(match[2] || 0) : -1;
249
+ const turn = match ? Number(match[3]) : -1;
250
+ const prior = latest.get(base);
251
+ if (prior && (prior.epoch > epoch || (prior.epoch === epoch && prior.turn > turn))) continue;
252
+ latest.set(base, { epoch, turn, cell: row.object });
253
+ }
254
+ const placements = [];
255
+ for (const [subject, entry] of latest) {
256
+ if (!gone.has(subject)) placements.push({ subject, cell: entry.cell });
257
+ }
258
+ placements.sort((a, b) => a.subject.localeCompare(b.subject));
259
+ return placements;
260
+ }
261
+
224
262
  /** Why a click-to-move or a food placement on `cell` would be refused, or
225
263
  * null when it is clear — `"cell-4-3 is blocked"`, worded once so both the
226
264
  * 3D raycast click and a typed "go there" chat verb read the same refusal.
@@ -246,16 +284,40 @@ export function blockedCellReason(cell, props, agents) {
246
284
  * `cellToWorld` does.
247
285
  *
248
286
  * "overhead" ignores `agent` entirely and looks straight down at the
249
- * board's own centre. "follow" sits back and above the agent's cell, offset
250
- * opposite its facing, looking at the agent. "pov" sits AT the agent's cell
251
- * at eye height, looking the way it is facing. Returns null when a
252
- * non-overhead mode is asked for with no agent (or an agent standing on no
253
- * cell) to rig against. Pure, self-contained calls `cellToWorld` by bare
254
- * name, spliced alongside it. */
255
- export function cameraRigFor(mode, agent, gridSize) {
287
+ * board's own centre, high enough that the whole board fits the canvas
288
+ * `view` describes (`{ aspect, fovDegrees }`, the live camera's own two
289
+ * numbers). "follow" sits back and above the agent's cell, offset opposite
290
+ * its facing, looking at the agent. "pov" sits AT the agent's cell at eye
291
+ * height, looking the way it is facing. Returns null when a non-overhead
292
+ * mode is asked for with no agent (or an agent standing on no cell) to rig
293
+ * against. Pure, self-contained — calls `cellToWorld` by bare name, spliced
294
+ * alongside it. */
295
+ export function cameraRigFor(mode, agent, gridSize, view) {
256
296
  const cellSize = 1;
297
+ // Every fallback here is written out rather than read from this module's own
298
+ // constants: the browser runs a `.toString()` copy of this function in a
299
+ // script that declares none of them, and the drive ring's diagonals set
300
+ // exactly the intercardinal facing that reaches the facing one.
301
+ const FALLBACK_GRID_SIZE = 12;
257
302
  if (mode === "overhead") {
258
- const height = Math.max(4, Number(gridSize) || DEFAULT_GRID_SIZE) * 1.4;
303
+ const FALLBACK_FOV_DEGREES = 55;
304
+ // Looking straight down pushes the TOP of a standing model outward from
305
+ // the centre of frame, so a fit measured on the flat ground plane alone
306
+ // cuts the head off whoever stands in an outermost cell. This is the room
307
+ // the tallest of the cast needs out there, counting the id label floating
308
+ // above it, which is the part a visitor most needs to read. Props run
309
+ // taller still and are allowed to overhang.
310
+ const EDGE_ROOM = 1.2;
311
+ const board = Math.max(4, Number(gridSize) || FALLBACK_GRID_SIZE) * cellSize;
312
+ const fovDegrees = Number(view && view.fovDegrees) > 0 ? Number(view.fovDegrees) : FALLBACK_FOV_DEGREES;
313
+ const aspect = Number(view && view.aspect) > 0 ? Number(view.aspect) : 1;
314
+ const tanHalfVertical = Math.tan((Math.min(fovDegrees, 175) * Math.PI) / 360);
315
+ const tanHalfHorizontal = tanHalfVertical * aspect;
316
+ // Fit the TIGHTER axis. A wide canvas runs out of height first, a tall one
317
+ // runs out of width, and taking the larger of the two distances is what
318
+ // stops a portrait window cropping the board's own left and right edges.
319
+ const fitsBothAxes = Math.max(1 / tanHalfVertical, 1 / tanHalfHorizontal);
320
+ const height = (board / 2) * EDGE_ROOM * fitsBothAxes;
259
321
  return { mode: "overhead", position: { x: 0, y: height, z: 0 }, lookAt: { x: 0, y: 0, z: 0 } };
260
322
  }
261
323
  if (!agent || !agent.cell) return null;
@@ -264,7 +326,7 @@ export function cameraRigFor(mode, agent, gridSize) {
264
326
  const FACING_VECTOR = {
265
327
  north: { x: 0, z: -1 }, south: { x: 0, z: 1 }, east: { x: 1, z: 0 }, west: { x: -1, z: 0 },
266
328
  };
267
- const dir = FACING_VECTOR[agent.facing] || FACING_VECTOR[DEFAULT_FACING];
329
+ const dir = FACING_VECTOR[agent.facing] || FACING_VECTOR.south;
268
330
  if (mode === "pov") {
269
331
  return {
270
332
  mode: "pov",
@@ -320,6 +382,28 @@ export function nextCameraSelection(prev, agents, ecology) {
320
382
  };
321
383
  }
322
384
 
385
+ /** What one press on a camera-mode button should do, as
386
+ * `{ mode, selectedId, status }`.
387
+ *
388
+ * `overhead` needs nobody and keeps whatever was selected, so switching back
389
+ * to `follow` resumes the same agent. The other two need one, and after a
390
+ * fallback there is none: the agent that was followed has been eaten and the
391
+ * selection was cleared. The dropdown, meanwhile, still lists the survivors
392
+ * and shows its first one, so a press that did nothing left the deck naming
393
+ * an agent the camera was not on. `offered` is that dropdown value, and a
394
+ * press adopts it when it is still live.
395
+ *
396
+ * With nobody left to adopt the press stays overhead and says why, rather
397
+ * than lighting a button over a camera that did not move. `liveIds` is this
398
+ * turn's roster. Pure, self-contained. */
399
+ export function cameraSelectionForMode(mode, selectedId, offered, liveIds) {
400
+ const live = liveIds || [];
401
+ if (mode === "overhead") return { mode: "overhead", selectedId: selectedId || null, status: null };
402
+ if (selectedId && live.indexOf(selectedId) !== -1) return { mode, selectedId, status: null };
403
+ if (offered && live.indexOf(offered) !== -1) return { mode, selectedId: offered, status: null };
404
+ return { mode: "overhead", selectedId: null, status: "nobody left to follow — staying overhead." };
405
+ }
406
+
323
407
  /** Every agent and item's own dot for the 2D top-down map panel, as
324
408
  * percentage coordinates within a square panel (`{ id, kind, xPct, yPct
325
409
  * }[]`) — never pixel values, so the panel's own CSS controls its actual
@@ -530,6 +614,8 @@ ${PILL_COMPLETE_CSS}
530
614
  <section class="deck" aria-label="simulation controls">
531
615
  <div class="deck-controls">
532
616
  <button type="button" class="deck-play" id="autoToggle" aria-pressed="false">&#9654; play</button>
617
+ <button type="button" id="stepBtn">step</button>
618
+ <span class="deck-hint" id="stepHint" hidden>pause to step</span>
533
619
  <button type="button" id="resetBtn">reset</button>
534
620
  ${scenarioList.length > 1 ? ` <select id="scenarioSelect" class="deck-select" aria-label="which town square to play">
535
621
  ${scenarioList.map((s, i) => ` <option value="${i}"${i === 0 ? " selected" : ""}>${escapeHtml(s.label || scenarioLabel(s.worldPayload?.name))}</option>`).join("\n")}
@@ -539,32 +625,55 @@ ${scenarioList.map((s, i) => ` <option value="${i}"${i === 0 ? " select
539
625
  <span class="mono deck-turns" id="globalTurnCount">turns: 0</span>
540
626
  </div>
541
627
  <div class="deck-body">
542
- <div class="deck-sliders">
543
- <label class="deck-slider">foxes
544
- <input type="range" id="playerCountSlider" min="0" max="${PLAYER_COUNTS.length - 1}" step="1"
545
- value="${Math.max(0, PLAYER_COUNTS.indexOf(DEFAULT_PLAYER_COUNT))}"
546
- list="playerCountTicks" aria-valuetext="${DEFAULT_PLAYER_COUNT} foxes">
547
- <datalist id="playerCountTicks">${PLAYER_COUNTS.map((n, i) => `<option value="${i}" label="${n}"></option>`).join("")}</datalist>
548
- <span class="mono" id="playerCountValue">${DEFAULT_PLAYER_COUNT}</span>
549
- </label>
550
- <label class="deck-slider">goblins
551
- <input type="range" id="npcCountSlider" min="${NPC_COUNT_MIN}" max="${NPC_COUNT_MAX}" step="1"
552
- value="${DEFAULT_NPC_COUNT}"
553
- list="npcCountTicks" aria-valuetext="${DEFAULT_NPC_COUNT} goblins">
554
- <datalist id="npcCountTicks">${Array.from({ length: NPC_COUNT_MAX - NPC_COUNT_MIN + 1 }, (_, i) => {
555
- const n = NPC_COUNT_MIN + i;
556
- return NPC_COUNT_LABELLED.includes(n) ? `<option value="${n}" label="${n}"></option>` : `<option value="${n}"></option>`;
557
- }).join("")}</datalist>
558
- <span class="mono" id="npcCountValue">${DEFAULT_NPC_COUNT}</span>
559
- </label>
560
- <label class="deck-slider">delay
561
- <input type="range" id="delaySlider" min="80" max="2000" step="20" value="${DEFAULT_DELAY_MS}">
562
- <span class="mono" id="delayValue">${DEFAULT_DELAY_MS}ms</span>
563
- </label>
564
- <label class="deck-slider">max turns
565
- <input type="range" id="maxTurnsSlider" min="20" max="2000" step="20" value="${DEFAULT_MAX_TURNS}">
566
- <span class="mono" id="maxTurnsValue">${DEFAULT_MAX_TURNS}</span>
567
- </label>
628
+ <div class="deck-panels">
629
+ <div class="deck-stack deck-stack-1">
630
+ <label class="deck-slider">foxes
631
+ <input type="range" id="playerCountSlider" min="0" max="${PLAYER_COUNTS.length - 1}" step="1"
632
+ value="${Math.max(0, PLAYER_COUNTS.indexOf(DEFAULT_PLAYER_COUNT))}"
633
+ list="playerCountTicks" aria-valuetext="${DEFAULT_PLAYER_COUNT} foxes">
634
+ <datalist id="playerCountTicks">${PLAYER_COUNTS.map((n, i) => `<option value="${i}" label="${n}"></option>`).join("")}</datalist>
635
+ <span class="mono" id="playerCountValue">${DEFAULT_PLAYER_COUNT}</span>
636
+ </label>
637
+ <label class="deck-slider">goblins
638
+ <input type="range" id="npcCountSlider" min="${NPC_COUNT_MIN}" max="${NPC_COUNT_MAX}" step="1"
639
+ value="${DEFAULT_NPC_COUNT}"
640
+ list="npcCountTicks" aria-valuetext="${DEFAULT_NPC_COUNT} goblins">
641
+ <datalist id="npcCountTicks">${Array.from({ length: NPC_COUNT_MAX - NPC_COUNT_MIN + 1 }, (_, i) => {
642
+ const n = NPC_COUNT_MIN + i;
643
+ return NPC_COUNT_LABELLED.includes(n) ? `<option value="${n}" label="${n}"></option>` : `<option value="${n}"></option>`;
644
+ }).join("")}</datalist>
645
+ <span class="mono" id="npcCountValue">${DEFAULT_NPC_COUNT}</span>
646
+ </label>
647
+ <label class="deck-slider">follow
648
+ <select id="agentSelect" class="deck-select" aria-label="which agent to follow"
649
+ aria-describedby="agentSelectHint">
650
+ ${openingAgents.map((a) => ` <option value="${escapeHtml(a.id)}">${escapeHtml(a.id)}</option>`).join("\n")}
651
+ </select>
652
+ </label>
653
+ <span class="deck-hint" id="agentSelectHint" hidden>pause to swap</span>
654
+ </div>
655
+ <div class="deck-stack deck-stack-2">
656
+ <label class="deck-slider">delay
657
+ <input type="range" id="delaySlider" min="80" max="2000" step="20" value="${DEFAULT_DELAY_MS}">
658
+ <span class="mono" id="delayValue">${DEFAULT_DELAY_MS}ms</span>
659
+ </label>
660
+ <label class="deck-slider">max turns
661
+ <input type="range" id="maxTurnsSlider" min="20" max="2000" step="20" value="${DEFAULT_MAX_TURNS}">
662
+ <span class="mono" id="maxTurnsValue">${DEFAULT_MAX_TURNS}</span>
663
+ </label>
664
+ <div class="camera-mode" id="cameraMode" role="group" aria-label="camera mode">
665
+ <button type="button" data-mode="follow" aria-pressed="true">follow</button>
666
+ <button type="button" data-mode="pov" aria-pressed="false">pov</button>
667
+ <button type="button" data-mode="overhead" aria-pressed="false">overhead</button>
668
+ </div>
669
+ </div>
670
+ <div class="deck-stack deck-stack-3">
671
+ <button type="button" class="pill affordance" id="foodPill" data-command="place food" aria-pressed="false">place food</button>
672
+ <label class="deck-teach" title="With this on, a sentence like &quot;The fox is at cell-3-4.&quot; writes a fact into the square instead of running as a command.">
673
+ <input type="checkbox" id="teachToggle">
674
+ teach
675
+ </label>
676
+ </div>
568
677
  </div>
569
678
  <section class="map-panel" id="mapPanel" aria-label="the town square, from above">
570
679
  <div class="map-panel-head">
@@ -580,25 +689,6 @@ ${scenarioList.map((s, i) => ` <option value="${i}"${i === 0 ? " select
580
689
  </div>
581
690
  </section>
582
691
  </div>
583
- <div class="deck-camera">
584
- <label class="deck-slider">follow
585
- <select id="agentSelect" class="deck-select" aria-label="which agent to follow"
586
- aria-describedby="agentSelectHint">
587
- ${openingAgents.map((a) => ` <option value="${escapeHtml(a.id)}">${escapeHtml(a.id)}</option>`).join("\n")}
588
- </select>
589
- </label>
590
- <span class="deck-hint" id="agentSelectHint" hidden>pause to swap</span>
591
- <div class="camera-mode" id="cameraMode" role="group" aria-label="camera mode">
592
- <button type="button" data-mode="follow" aria-pressed="true">follow</button>
593
- <button type="button" data-mode="pov" aria-pressed="false">pov</button>
594
- <button type="button" data-mode="overhead" aria-pressed="false">overhead</button>
595
- </div>
596
- <button type="button" class="pill affordance" id="foodPill" data-command="place food" aria-pressed="false">place food</button>
597
- <label class="deck-teach" title="With this on, a sentence like &quot;The fox is at cell-3-4.&quot; writes a fact into the square instead of running as a command.">
598
- <input type="checkbox" id="teachToggle">
599
- teach
600
- </label>
601
- </div>
602
692
  <div class="deck-info-popup mudiii-note" id="deckInfoPopup" role="dialog" aria-label="about this demo" hidden>
603
693
  ${MUDIII_NOTE_LINES.map((line) => `<p>${escapeHtml(line)}</p>`).join("\n ")}
604
694
  <button type="button" class="deck-info-popup-close" id="deckInfoClose" aria-label="close">&times;</button>
@@ -694,7 +784,7 @@ const MUDIII_STYLE = `
694
784
  box-shadow: 0 2px 0 rgba(0,0,0,.18), inset 0 1px 0 rgba(255,255,255,.35);
695
785
  padding: .8rem .9rem; display: flex; flex-direction: column; gap: .55rem; min-width: 0;
696
786
  }
697
- .deck-controls, .deck-camera { display: flex; flex-wrap: wrap; align-items: center; gap: .5rem; }
787
+ .deck-controls { display: flex; flex-wrap: wrap; align-items: center; gap: .5rem; }
698
788
  .deck-info-btn {
699
789
  font-family: ${MONO_STACK}; font-size: .78rem; line-height: 1; width: 1.5rem; height: 1.5rem;
700
790
  border-radius: 50%; border: 1px solid var(--square-stone-dark); background: rgba(255,255,255,.5);
@@ -725,12 +815,19 @@ const MUDIII_STYLE = `
725
815
  .deck-play[aria-pressed="true"] { background: var(--square-accent) !important; border-color: var(--square-accent) !important; color: var(--square-ink); }
726
816
  .deck-turns { margin-left: auto; font-size: .74rem; color: var(--square-stone-dark); background: var(--square-stone-dark); background: rgba(43,35,24,.9); color: var(--square-accent); border-radius: 2px; padding: .1rem .5rem; }
727
817
  .deck-body { display: flex; gap: .7rem; align-items: flex-start; }
728
- .deck-sliders { display: flex; flex-wrap: wrap; gap: 1rem; flex: 1 1 auto; min-width: 0; }
818
+ .deck-panels { display: flex; flex-wrap: wrap; gap: .6rem 1rem; flex: 1 1 auto; min-width: 0; }
819
+ /* On a narrow viewport a stack is just a grouping label, not a real box:
820
+ its controls flow straight into .deck-panels' own wrap, one per row
821
+ beside the map. Wider breakpoints turn it back into a real column. */
822
+ .deck-stack { display: contents; }
729
823
  .deck-slider { display: flex; align-items: center; gap: .35rem; font-family: ${MONO_STACK}; font-size: .62rem; text-transform: uppercase; letter-spacing: .08em; color: var(--square-stone-dark); min-width: 0; }
730
824
  .deck-slider input[type="range"] { accent-color: var(--square-accent); flex: 1 1 4rem; min-width: 2.5rem; width: auto; max-width: 8rem; }
731
825
  .deck-teach { display: flex; align-items: center; gap: .3rem; font-family: ${MONO_STACK}; font-size: .72rem; text-transform: uppercase; letter-spacing: .05em; color: var(--square-stone-dark); cursor: pointer; }
732
826
  .deck-teach input[type="checkbox"] { accent-color: var(--square-accent); }
733
- .camera-mode { display: inline-flex; gap: .25rem; }
827
+ /* A narrow stack column can be too tight for all three button labels on
828
+ one line, and a nowrap row would rather overflow into the next column
829
+ than shrink — wrap keeps it inside its own box. */
830
+ .camera-mode { display: inline-flex; flex-wrap: wrap; gap: .25rem; }
734
831
  .camera-mode button[aria-pressed="true"] { background: var(--square-accent); border-color: var(--square-accent); color: var(--square-ink); }
735
832
  .deck-info-popup {
736
833
  position: absolute; left: .9rem; right: .9rem; top: calc(100% + 8px); z-index: 8;
@@ -908,37 +1005,53 @@ const MUDIII_STYLE = `
908
1005
  #editorText { min-height: 16rem; }
909
1006
  }
910
1007
 
911
- /* A landscape phone and a narrow desktop window are both under 900px but
912
- want different slider/map arrangements, so the split has to key off
913
- orientation as well as width. */
914
- @media (max-width: 900px) and (orientation: landscape) {
915
- .deck-sliders { display: grid; grid-template-columns: 1fr 1fr; gap: .4rem 1rem; }
916
- .deck-body { align-items: stretch; }
917
- .map-panel { flex-basis: 33%; max-width: 33%; }
918
- /* The square aspect-ratio that suits a tall portrait column would blow
919
- the map back up to full column width in a short landscape viewport —
920
- here it follows the two-row slider stack's own height instead. */
921
- .map-panel-board { aspect-ratio: auto; min-height: 90px; }
922
- }
923
-
924
1008
  /* Half the deck is right on a phone and absurd on a 2000px window: a
925
1009
  percentage has no ceiling, so a square board grew to roughly 950px tall
926
1010
  and pushed the 3D view off the screen. Wide viewports get an absolute
927
1011
  size instead, and keep the square — there is room for it here.
928
1012
 
929
- The map is also taller than the sliders beside it, which left a tall
930
- empty stripe of parchment under them. On a wide screen the deck becomes
931
- one grid so the map can stand beside the sliders AND the camera row at
932
- once, and the space under the controls closes up. display:contents lifts
933
- .deck-sliders and .map-panel out of .deck-body so both are grid items of
934
- the deck itself. */
1013
+ The map is also taller than a single row of controls, which used to
1014
+ leave a tall empty stripe of parchment under them. On a landscape phone
1015
+ and a desktop window alike, the deck becomes one grid with three control
1016
+ columns beside the map. display:contents lifts .deck-panels' three
1017
+ .deck-stack children, and .map-panel, out of .deck-body so all four are
1018
+ grid items of the deck itself. A stack sits at its own natural height,
1019
+ top-aligned, rather than stretching its items apart to match the map —
1020
+ stretching them just traded the empty stripe for gaps between controls
1021
+ that belong together, and a hint drifting away from the select it
1022
+ describes. A shorter stack beside a taller map is fine; the leftover
1023
+ space stays honest whitespace instead. */
1024
+ @media (min-width: 901px), (max-width: 900px) and (orientation: landscape) {
1025
+ .deck-body, .deck-panels { display: contents; }
1026
+ .deck-stack {
1027
+ display: flex; flex-direction: column; gap: .5rem;
1028
+ grid-row: 2; align-self: start;
1029
+ }
1030
+ .deck-stack-1 { grid-column: 1; }
1031
+ .deck-stack-2 { grid-column: 2; }
1032
+ .deck-stack-3 { grid-column: 3; }
1033
+ /* Stretch is the flex column's default cross-axis behaviour, and the
1034
+ food pill is the one control here with a visible border — without
1035
+ this it grows to the stack's full width as a wide dashed box. */
1036
+ .deck-stack .pill.affordance { align-self: flex-start; }
1037
+ .map-panel { grid-column: 4; grid-row: 2; flex: 0 0 auto; max-width: none; }
1038
+ }
1039
+
935
1040
  @media (min-width: 901px) {
936
- .deck { display: grid; grid-template-columns: minmax(0, 1fr) 240px; grid-template-rows: auto 1fr auto; column-gap: .8rem; }
1041
+ .deck { display: grid; grid-template-columns: repeat(3, minmax(0, 1fr)) 240px; grid-template-rows: auto auto; column-gap: .8rem; }
937
1042
  .deck-controls { grid-column: 1 / -1; grid-row: 1; }
938
- .deck-body { display: contents; }
939
- .deck-sliders { grid-column: 1; grid-row: 2; align-self: start; }
940
- .deck-camera { grid-column: 1; grid-row: 3; align-self: end; }
941
- .map-panel { grid-column: 2; grid-row: 2 / 4; flex: 0 0 auto; max-width: none; align-self: start; }
1043
+ .map-panel { align-self: start; }
1044
+ }
1045
+
1046
+ /* A landscape phone is under 900px but wants the same four-column
1047
+ treatment as desktop — just narrower columns and a map that stretches
1048
+ to the stacks' height rather than holding a fixed square, the same
1049
+ trade this breakpoint always made before the grid switch. */
1050
+ @media (max-width: 900px) and (orientation: landscape) {
1051
+ .deck { display: grid; grid-template-columns: repeat(3, minmax(0, 1fr)) minmax(140px, 220px); grid-template-rows: auto auto; column-gap: .6rem; }
1052
+ .deck-controls { grid-column: 1 / -1; grid-row: 1; }
1053
+ .map-panel { align-self: stretch; }
1054
+ .map-panel-board { aspect-ratio: auto; min-height: 90px; }
942
1055
  }
943
1056
 
944
1057
  `;
@@ -972,9 +1085,11 @@ function pageScript() {
972
1085
  const cellFromGroundPoint = ${cellFromGroundPoint.toString()};
973
1086
  const propPlacementsFrom = ${propPlacementsFrom.toString()};
974
1087
  const occupiedCells = ${occupiedCells.toString()};
1088
+ const currentPlacementsFrom = ${currentPlacementsFrom.toString()};
975
1089
  const blockedCellReason = ${blockedCellReason.toString()};
976
1090
  const cameraRigFor = ${cameraRigFor.toString()};
977
1091
  const nextCameraSelection = ${nextCameraSelection.toString()};
1092
+ const cameraSelectionForMode = ${cameraSelectionForMode.toString()};
978
1093
  const mapDotsFor = ${mapDotsFor.toString()};
979
1094
  const mapBlocksFor = ${mapBlocksFor.toString()};
980
1095
  const hudCardFieldsFor = ${hudCardFieldsFor.toString()};
@@ -1022,6 +1137,14 @@ function pageScript() {
1022
1137
  // another agent. Without it, choosing someone new after a fox ate your
1023
1138
  // goblin leaves the camera overhead and the follow button unlit.
1024
1139
  let cameraModeBeforeFallback = null;
1140
+ // The cut to overhead the scene has been told to make NEXT tick. The page's
1141
+ // own camera state moves the moment the followed agent leaves the board,
1142
+ // because the deck must never offer an agent that is gone; the 3D camera
1143
+ // holds one more turn so the visitor watches the kill from the animal they
1144
+ // were riding instead of cutting away from it. A rig with nobody to aim at
1145
+ // freezes rather than drifting, which is what makes the held turn read as a
1146
+ // held shot.
1147
+ let deferredSceneCamera = null;
1025
1148
  let foodArmed = false;
1026
1149
  let livePills = [];
1027
1150
  let selectedAddresseeId = null;
@@ -1062,6 +1185,13 @@ function pageScript() {
1062
1185
  }
1063
1186
  }
1064
1187
 
1188
+ // Every camera change the visitor asks for goes through here, so a pending
1189
+ // one-turn-late cut can never land on top of a mode they picked in between.
1190
+ function sendCameraToScene(state) {
1191
+ deferredSceneCamera = null;
1192
+ callScene("setCamera", state);
1193
+ }
1194
+
1065
1195
  function applyTickResult(result) {
1066
1196
  if (!result) return;
1067
1197
  // The engine owns the count. Anything that advances a turn — the deck, a
@@ -1075,7 +1205,16 @@ function pageScript() {
1075
1205
  const nextCamera = nextCameraSelection(camera, agentsList(), result.ecology || []);
1076
1206
  if (nextCamera.status && camera.mode !== "overhead") cameraModeBeforeFallback = camera.mode;
1077
1207
  camera = nextCamera;
1078
- callScene("setCamera", camera);
1208
+ if (deferredSceneCamera) {
1209
+ const cut = deferredSceneCamera;
1210
+ deferredSceneCamera = null;
1211
+ callScene("setCamera", cut);
1212
+ } else if (nextCamera.status) {
1213
+ // The status line names the kill NOW; the wide shot lands next turn.
1214
+ deferredSceneCamera = { mode: camera.mode, selectedId: camera.selectedId };
1215
+ } else {
1216
+ callScene("setCamera", camera);
1217
+ }
1079
1218
  if (camera.status) setSceneStatus(camera.status);
1080
1219
  }
1081
1220
 
@@ -1103,6 +1242,10 @@ function pageScript() {
1103
1242
  // on top of the open dropdown and loses the pick.
1104
1243
  el("agentSelect").disabled = state.playing;
1105
1244
  el("agentSelectHint").hidden = !state.playing;
1245
+ // Step reads the same ticker state for the same reason: a hand-driven
1246
+ // turn while the board plays itself lands in the middle of one.
1247
+ el("stepBtn").disabled = state.playing || state.animating;
1248
+ el("stepHint").hidden = !state.playing;
1106
1249
  },
1107
1250
  hasNext: hasNext,
1108
1251
  wait: liveWait,
@@ -1432,7 +1575,7 @@ function pageScript() {
1432
1575
  camera = { mode: mode, selectedId: id, status: null };
1433
1576
  renderCameraButtons();
1434
1577
  renderDriveRing();
1435
- callScene("setCamera", camera);
1578
+ sendCameraToScene(camera);
1436
1579
  });
1437
1580
 
1438
1581
  function renderCameraButtons() {
@@ -1445,9 +1588,14 @@ function pageScript() {
1445
1588
  const btn = e.target.closest("button[data-mode]");
1446
1589
  if (!btn) return;
1447
1590
  cameraModeBeforeFallback = null;
1448
- camera = { mode: btn.getAttribute("data-mode"), selectedId: camera.selectedId, status: null };
1591
+ camera = cameraSelectionForMode(
1592
+ btn.getAttribute("data-mode"), camera.selectedId, el("agentSelect").value, Object.keys(agentsById),
1593
+ );
1449
1594
  renderCameraButtons();
1450
- callScene("setCamera", camera);
1595
+ renderAgentSelect();
1596
+ renderDriveRing();
1597
+ setSceneStatus(camera.status || "");
1598
+ sendCameraToScene(camera);
1451
1599
  });
1452
1600
 
1453
1601
  // ---- the control deck ----------------------------------------------------
@@ -1480,6 +1628,13 @@ function pageScript() {
1480
1628
  el("playerCountSlider").addEventListener("change", function () { boot(); });
1481
1629
  el("npcCountSlider").addEventListener("input", function () { showGoblinCount(chosenGoblinCount()); });
1482
1630
  el("npcCountSlider").addEventListener("change", function () { boot(); });
1631
+ // One whole turn: every agent decides and moves, the ecology pass runs,
1632
+ // and the turn counter reads exactly one higher. It goes through the same
1633
+ // ticker play() uses, so the two can never run a turn on top of each other.
1634
+ el("stepBtn").addEventListener("click", function () {
1635
+ if (!session || autoOn) return;
1636
+ ensureTicker().stepOnce();
1637
+ });
1483
1638
  el("resetBtn").addEventListener("click", function () { resetBoard(); });
1484
1639
  const scenarioSelect = el("scenarioSelect");
1485
1640
  if (scenarioSelect) {
@@ -1520,15 +1675,10 @@ function pageScript() {
1520
1675
  let allStoreRows = [];
1521
1676
 
1522
1677
  function renderEditPlacements() {
1523
- const placements = {};
1524
- for (const row of editRows) {
1525
- if (row.predicate !== "mgx:currently-in") continue;
1526
- placements[row.subject] = row.object;
1527
- }
1528
- const subjects = Object.keys(placements).sort();
1529
- el("editPlacements").innerHTML = subjects.length
1530
- ? subjects.map(function (s) {
1531
- return '<div class="edit-placement-row"><span class="mono">' + esc(s) + '</span><span>' + esc(placements[s]) + "</span></div>";
1678
+ const placements = currentPlacementsFrom(editRows);
1679
+ el("editPlacements").innerHTML = placements.length
1680
+ ? placements.map(function (p) {
1681
+ return '<div class="edit-placement-row"><span class="mono">' + esc(p.subject) + '</span><span>' + esc(p.cell) + "</span></div>";
1532
1682
  }).join("")
1533
1683
  : '<span class="edit-empty">nothing placed yet</span>';
1534
1684
  }
@@ -1623,7 +1773,7 @@ function pageScript() {
1623
1773
  await callScene("boot", {
1624
1774
  propPlacements: props, assetManifest: DATA.assetManifest, gridSize: gridSizeOf(), cellSize: 1,
1625
1775
  });
1626
- callScene("setCamera", camera);
1776
+ sendCameraToScene(camera);
1627
1777
  callScene("applyTick", { agents: agentsById, items: itemsById, ecology: [] });
1628
1778
  }
1629
1779
 
@@ -1656,6 +1806,32 @@ function pageScript() {
1656
1806
  // reduced motion gets the opening board drawn and left still — the play
1657
1807
  // control is right there — because an autoplaying board is exactly the
1658
1808
  // unasked-for movement that setting is about.
1809
+
1810
+ // The camera opens riding a goblin. The goblins are the prey, so the first
1811
+ // thing a visitor sees is a chase from inside the animal being chased; when
1812
+ // it is caught the camera cuts wide and the rest of the round plays out
1813
+ // overhead. Falls back to whoever is first by id on a square with no prey.
1814
+ function openingFollowId(agents) {
1815
+ const ids = Object.keys(agents || {}).sort();
1816
+ for (let i = 0; i < ids.length; i += 1) {
1817
+ if (agents[ids[i]] && agents[ids[i]].role === "prey") return ids[i];
1818
+ }
1819
+ return ids[0] || null;
1820
+ }
1821
+
1822
+ // The play control put back to a stopped board. The ticker draws this
1823
+ // itself while it lives, but a Reset throws the ticker away, so the button
1824
+ // would keep reading "pause" over a board that is standing still.
1825
+ function showStopped() {
1826
+ const playBtn = el("autoToggle");
1827
+ playBtn.setAttribute("aria-pressed", "false");
1828
+ playBtn.textContent = "\\u25B6 play";
1829
+ el("agentSelect").disabled = false;
1830
+ el("agentSelectHint").hidden = true;
1831
+ el("stepBtn").disabled = false;
1832
+ el("stepHint").hidden = true;
1833
+ }
1834
+
1659
1835
  let bootSeq = 0;
1660
1836
  async function boot() {
1661
1837
  const seq = bootSeq += 1;
@@ -1665,6 +1841,7 @@ function pageScript() {
1665
1841
  tickQueue = createSerialQueue();
1666
1842
  camera = { mode: "follow", selectedId: null, status: null };
1667
1843
  cameraModeBeforeFallback = null;
1844
+ deferredSceneCamera = null;
1668
1845
  expandedAgents.clear();
1669
1846
  const s = scenario();
1670
1847
  const foxes = mintRoster(rosterPrefixFor(s, "predator"), chosenFoxCount());
@@ -1692,7 +1869,7 @@ function pageScript() {
1692
1869
  // the cells both come back from it rather than being guessed here.
1693
1870
  const opening = await session.board();
1694
1871
  if (seq !== bootSeq) return;
1695
- camera.selectedId = Object.keys(opening.agents || {}).sort()[0] || null;
1872
+ camera.selectedId = openingFollowId(opening.agents);
1696
1873
  applyTickResult(opening);
1697
1874
  renderAll();
1698
1875
  if (!prefersReducedMotion()) {
@@ -1705,9 +1882,11 @@ function pageScript() {
1705
1882
  // the world's facts, everything taught into it and every editor change all
1706
1883
  // stand, and only the animals are minted again. Re-opening would throw the
1707
1884
  // taught facts away with the cast, which is not what "reset the board" says.
1708
- // The engine owns the turn count, so a re-cast does not rewind it — the
1709
- // status line says as much, because a counter that keeps climbing after a
1710
- // Reset otherwise reads as a bug.
1885
+ //
1886
+ // A Reset leaves the board STOPPED, whatever it was doing before. Opening
1887
+ // the page is the one time the square starts itself; after that the visitor
1888
+ // says when it runs. The shared ticker in viz-ticker.mjs already resets this
1889
+ // way, and this page keeps its own play flag, so it says so here too.
1711
1890
  async function resetBoard() {
1712
1891
  if (!session) return boot();
1713
1892
  autoOn = false;
@@ -1720,15 +1899,13 @@ function pageScript() {
1720
1899
  showFoxCount(foxes.length);
1721
1900
  showGoblinCount(goblins.length);
1722
1901
  const board = await serializeTick(function () { return session.recast({ agents: cast }); });
1723
- camera = { mode: "follow", selectedId: Object.keys(board.agents || {}).sort()[0] || null, status: null };
1902
+ camera = { mode: "follow", selectedId: openingFollowId(board.agents), status: null };
1724
1903
  cameraModeBeforeFallback = null;
1904
+ deferredSceneCamera = null;
1725
1905
  applyTickResult(board);
1726
1906
  renderAll();
1727
- setSceneStatus("re-cast \\u2014 the square's own facts stand, and its clock keeps running.");
1728
- if (!prefersReducedMotion()) {
1729
- autoOn = true;
1730
- ensureTicker().play();
1731
- }
1907
+ showStopped();
1908
+ setSceneStatus("re-cast and stopped \\u2014 the square's own facts stand, and everything taught into it. Press play.");
1732
1909
  }
1733
1910
 
1734
1911
  function renderAll() {